added basework for instancing

This commit is contained in:
2020-09-30 20:44:37 -05:00
parent 8ff97ec0b3
commit 4cd7b7cb53
11 changed files with 61 additions and 47 deletions

View File

@@ -3,12 +3,12 @@
#include "NPCManager.hpp"
#include "settings.hpp"
std::map<std::pair<int, int>, Chunk*> ChunkManager::chunks;
std::map<std::tuple<int, int, int>, Chunk*> ChunkManager::chunks;
void ChunkManager::init() {} // stubbed
void ChunkManager::addNPC(int posX, int posY, int32_t id) {
std::pair<int, int> pos = grabChunk(posX, posY);
void ChunkManager::addNPC(int posX, int posY, int instanceID, int32_t id) {
std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
@@ -22,8 +22,8 @@ void ChunkManager::addNPC(int posX, int posY, int32_t id) {
chunk->NPCs.insert(id);
}
void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) {
std::pair<int, int> pos = grabChunk(posX, posY);
void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock) {
std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
@@ -37,7 +37,7 @@ void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) {
chunk->players.insert(sock);
}
void ChunkManager::removePlayer(std::pair<int, int> chunkPos, CNSocket* sock) {
void ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock) {
if (!checkChunk(chunkPos))
return; // do nothing if chunk doesn't even exist
@@ -48,7 +48,7 @@ void ChunkManager::removePlayer(std::pair<int, int> chunkPos, CNSocket* sock) {
// TODO: if players and NPCs are empty, free chunk and remove it from surrounding views
}
void ChunkManager::removeNPC(std::pair<int, int> chunkPos, int32_t id) {
void ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
if (!checkChunk(chunkPos))
return; // do nothing if chunk doesn't even exist
@@ -59,22 +59,25 @@ void ChunkManager::removeNPC(std::pair<int, int> chunkPos, int32_t id) {
// TODO: if players and NPCs are empty, free chunk and remove it from surrounding views
}
bool ChunkManager::checkChunk(std::pair<int, int> chunk) {
bool ChunkManager::checkChunk(std::tuple<int, int, int> chunk) {
return chunks.find(chunk) != chunks.end();
}
std::pair<int, int> ChunkManager::grabChunk(int posX, int posY) {
return std::make_pair<int, int>(posX / (settings::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3));
std::tuple<int, int, int> ChunkManager::grabChunk(int posX, int posY, int instanceID) {
return std::make_tuple(posX / (settings::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3), instanceID);
}
std::vector<Chunk*> ChunkManager::grabChunks(std::pair<int, int> chunk) {
std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, int> chunk) {
std::vector<Chunk*> chnks;
chnks.reserve(9);
int x, y, inst;
std::tie(x, y, inst) = chunk;
// grabs surrounding chunks if they exist
for (int i = -1; i < 2; i++) {
for (int z = -1; z < 2; z++) {
std::pair<int, int> pos(chunk.first+i, chunk.second+z);
std::tuple<int, int, int> pos = std::make_tuple(x+i, y+z, inst);
// if chunk exists, add it to the vector
if (checkChunk(pos))
@@ -108,8 +111,8 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
return delta;
}
bool ChunkManager::inPopulatedChunks(int posX, int posY) {
auto chunk = ChunkManager::grabChunk(posX, posY);
bool ChunkManager::inPopulatedChunks(int posX, int posY, int instanceID) {
auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
auto nearbyChunks = ChunkManager::grabChunks(chunk);
for (Chunk *c: nearbyChunks) {